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View Full Version : Spell Sigils: Guard you city like a wizard. TODAY!



Lanth Sor
2019-04-25, 07:12 AM
Spell Sigil [Item Creation]
The city if arcane mysteries bears many but the greatest is their protective magics.
Prerequisite: Craft Wondrous Item, Caster level 5th.
Benefit: You can create any spell sigil whose prerequisites you meet. Enchanting a spell sigil takes one day for each 1,000 gp in its price. To enchant a spell sigil, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken spell sigil if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some spell sigils incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.



Spell Sigils
Spell sigils come in may varieties, the most common extend the use of a protective spell over an area, and other times there just to dispel unwanted magics.

Contingency Sigil
A contingency sigil is infused with the power of the spell contingency and one other spell. The contingency event triggers casting of the connected spell. Unlike the contingency spell, a contingency sigil can trigger on any event in the range of the connected spell.
Common triggers include dispelling any one that walks in the through a door or igniting/disintegrating secret research materials if not properly opened.
Market Value: total of 2000 x 11 x 6 for contingency, plus 1800 x caster level, x spell level. Then multiply the lower price effect by 1.5 and ad the two together for final market value.

Resonance Sigil
A resonance sigil carries the magical effect in a network of sigils. Each sigil work holding the network together. Any other sigil that has a range or area can be linked to a resonance sigil. Linking takes hours equal to the spell level x caster level of the other sigil, unlinking takes 8 hours. To link or unlink requires the Spell Sigl Feat. Resonance sigils double the area of a spell sigil, and range of a contingency Sigil. The resonance sigils are created in pairs and are set up at the edge of the new area on opposing sides. Upon creation the caster sets a maximum spell level and maximum caster level, and the sigil.
Market Value:: 2000 x CL x Spell level

Sigil of Storing
A sigil of storing hold the power of a spell with a duration in a stationary location, spells that have "instantaneous" duration or effects like acid arrow cannot be used. Common spells that use this sigil type are Antipathy, Protection form Evil, and Antimagic Field. If a spell is centered on a touched target or on "you" then the spell is centered on the sigil. Spells that target an area have the area defined when the sigil is created.
Market Value: 4000 x CL x Spell level x Duration Multiplier.
Duration Multiplier: If a spell sigil has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.


Specific Sigils

Sigil of Kept Secrets
This 1 inch sigil is often scribed in books, shelves and draws to protect ones secrets.
Activation
When a specified

noob
2019-04-25, 07:46 AM
why does it costs twice as much as a regular wondrous item of continuous spell?

Lanth Sor
2019-04-25, 10:14 AM
They are not body slot items. Which incurs the x2 cost.

noob
2019-04-25, 06:35 PM
We could argue it is in function like a trap casting repetitively the spell to have it active all the time thus making it cost only 1800*cl*spell level.

mephiztopheleze
2019-04-25, 06:55 PM
soooo, they're multi-use Spell-storing Glyphs of Warding?

Honestly, kind of redundant imho.

For just the basic GP costs, for of one of your Sigils with a level one spell at CL 1, you could scribe 20 level one Glyphs and that's not taking into account the XP costs.

If I was the ruler of a city, it'd probably be far more economical to just hire Wizards to re-scribe Glyphs rather than use these Sigils.

The fact you can only cast certain spells into the Sigil seriously limits the usefulness.

Cute idea, but as presented, it's not something I would pursue except in rather situational circumstances that i'm having trouble imagining just now.

Tvtyrant
2019-04-25, 07:39 PM
soooo, they're multi-use Spell-storing Glyphs of Warding?

Honestly, kind of redundant imho.

For just the basic GP costs, for of one of your Sigils with a level one spell at CL 1, you could scribe 20 level one Glyphs and that's not taking into account the XP costs.

If I was the ruler of a city, it'd probably be far more economical to just hire Wizards to re-scribe Glyphs rather than use these Sigils.

The fact you can only cast certain spells into the Sigil seriously limits the usefulness.

Cute idea, but as presented, it's not something I would pursue except in rather situational circumstances that i'm having trouble imagining just now.

It is more like a mini-Mythal than like a glyph

Things you can do with this: Make permanent clouds by hooking up a Call Lightning spell, use Calm Emotions to keep a city placid, summon a permanent Earth Elemental to act as a construction robot, permanently change the weather, make a permanent portal to a demiplane, make a permanent fog cloud, make a permanent Gate, make permanent illusions, a permanent castle, a permanent prismatic wall, a series of permanently open teleportation circles, etc.

This essentially creates the Tippyverse in 5E possible (or Forgotten Realms Lost Empires period.) Cities made of permanent Magnificent Mansions linked by gates, portals and demiplanes.

noob
2019-04-25, 08:42 PM
It is more like a mini-Mythal than like a glyph

Things you can do with this: Make permanent clouds by hooking up a Call Lightning spell, use Calm Emotions to keep a city placid, summon a permanent Earth Elemental to act as a construction robot, permanently change the weather, make a permanent portal to a demiplane, make a permanent fog cloud, make a permanent Gate, make permanent illusions, a permanent castle, a permanent prismatic wall, a series of permanently open teleportation circles, etc.

This essentially creates the Tippyverse in 5E possible (or Forgotten Realms Lost Empires period.) Cities made of permanent Magnificent Mansions linked by gates, portals and demiplanes.

It is not 5e content here.
The proof is that it requires craft wondrous item which is not 5e content

mephiztopheleze
2019-04-25, 08:43 PM
It is not 5e content here.
The proof is that it requires craft wondrous item which is not 5e content

and an XP cost, a ****e mechanic which 5e has thankfully done away with.

Lanth Sor
2019-04-25, 08:55 PM
Its designed for 3.5, but for PF you just drop the XP cost and call it good. I don't know 5e well enough to comment, but believe in D20 system agnostic content is a good thing, so please 5e/PF2e suggestions are welcome.

The sigil of storing is just the catch all one, I will be rolling out more sigils. The primary intent is to do the city spanning effects or other thing that would be beneficial to not have to spam over the course of 100 years.